Hi.
I'm trying to make a really simple rasterizer in SDL that converts 3D points to pixels. I have defined the world, view and projection matrices and the object shows decently on the screen. However, I'm having some troubles with the perspective division and the position of the object.
From what I understand, after multiplying a point by the wvp (world * view * proj) matrix, the x and y coordinates of the result have to be divided by the z coordinate. When I do this, the object gets really deformed and looks very different from the original. If I don't perform such division, the object displays correctly but I can't get closer to it, I mean, if I change the z coordinate of the eye vector of the view matrix (or even if I perform a translation on the object) it has no effect, the object always displays in the same z position.
Do you guys know where could be the error? I don't show any code yet because maybe I'm confused with some concept and I can fix it directly, if what I said seems reasonably I'm gonna put some code here. I have checked many times the view and projection matrices creation code and I don't think that the error is there.
Thanks in advance.